Best Of

Commanders that should be revamped:Elite Armor Doctrine
Overwatch Doctrine

Elite Armor Doctrine:

Signal Relay: "Boosting signal range briefly reveals enemy vehicles on the mini map." => Should reveal ALL units on minimap, same as interrogation training, and should temporarily boost vehicles' sight range, e.g. by 5 or 10.; This would give this doctrine some kind of reconnaissance. Maybe increase cost from 50 to 60 ammo.

Emergency Repairs: "Vehicle crews gain the ability to repair critical damage on their vehicles. The crew is very vulnerable during this repair procedure." => It's very expensive, takes long and doesn't help much but removing a crit damage. Just make it the same as USF "Critical Repair" or Sowjet "Self Repair", just to bring this ability in line.

High Explosive Anti-Tank (HEAT) Shells: "Tanks are now issued HEAT ammunition for increased penetration." => This ability is the heart of this doctrine. And I don't want to change it a lot, just 2 things: Match this ability with sherman's HE rounds vs. infantry and increase accuracy vs. vehicles. First, because of greater AOE this ability would give this doctrine the opporunity to deal with blobs and heavy infantry gameplay. In the current state this commander is AT only (except the big fat motherf**cker we all know ). This would increase its usefulness. Second, this ability only lasts for a few seconds. And according to reload time your tanks can make only ~3 shots. For 45 ammo and only short duration I would highly recommend those ~3 shots to hit their target^^

Panzer Commander: "The Panzer IV, Panther & King Tiger can be upgraded with a Panzer Commander that can survey the battlefield and call in coordinated artillery strikes." => First, bring it in line with british tank commander (+10% accuracy, +10% sight) and on top of that, because it's called "Elite Armor", the tank commander should also boost +10% veterancy gained. And for his ability to call in light howitzers, just change it to Ostheers' light artillery barrage and adjust its activation range accoring to tank's sight range. In return, increase cost from 35 to 50 ammo, same as MG42.

Sturmtiger: Switch it with Breakthrough Jagdtiger. That would suit both doctrines much better.

Overwatch Doctrine:

Goliath: "Boom." => Cool gadget, works well sometimes. Maybe decrease its cost to 80 or 75 ammo and reduce its target size, same like demo charge for example.

Forward Receivers: "Reveals enemy units passively in the fog of war." => This ability is redundant with "Early Warning", has very short detection range and brings your trucks at high risk without much benefits. Remove this ability completely. My suggestion for this instead: Give this commander an ability to upgrade forward trucks to gain extra ressources (same bonus and costs as chaches; same ability UKF Trucks had in CoH1 [who remembers? ]). Because of having only 3 trucks and not beeing able to put more on the same territory at the same time, this would be balanced by itself without any costs. On top of that you are forced to set your trucks up on front.

Early Warning: "Points that are under your control are equipped with flares. The flares will trigger when an enemy unit captures your territory." => Just leave it as it is. It's the core of this doctrine and has great impact, especially in 1vs1.

For the Fatherland: "Infantry in friendly territory will receive a defensive buff and movement speed increase for the duration of the ability. Lasts 30 Seconds." => Just remove its restriction "friendly territory". This would give this commander a chance to attack and play a bit more offensiveley. OR increase defensive buffs but make infantry not retreatable for duration. This would suit its heroic intention to fight or die "For the Fatherland" and would also complement the defensive character of this doctrine.

Sector Airstrike: "Stuka close air support will recon and attack the target area. 1 plane will strafe with machine guns, while another will bomb the area." => Great ability, great randomness^^ The bomber is a kind of lottery and its AOE is such huge that it sometimes hits your own units. On your side of the map. Not good. The bomber also gets shot very easily so your 250 ammo is wasted in seconds. I would suggest to make the bomber a single strafing run, same as british Air Supermacy: Samller area, less randomness and no friendly fire behind your own lines. OR to complement the defensive character of this doctrine again, combine this ability with the idea of UKF sector artillery: Once it's activated, a Stuka and a bomber are patrouling all friendly territories and will attack every enemey unit trying to enter it.

Maybe you have recognized, I don't like to play much around with costs. I think many abilities limit themselves and would therefore be balanced without much channging needed.

And if I could make a wish: Please buff Special Operations "Radio Silence" ability! In current state, it only deactivates the minimap of 1(!) enemy. If u play 2vs2 or with even more enemies, it's almost worthless. On top of that, just disabling the minimap is not much worth at all. My suggestion: Increase its cost from 35 to 50 ammo. For that price you can deactivate whole enemy's team minimap AND deactivate all warning sounds. We already had such an ability long time ago in Company of Heroes Online, you remember? That would give this commander a great new wepaon with no much changing or tuning. To make sure this won't be too strong you could increase its cooldown to a few minutes.

GENERAL CHANGES

COMMANDER ABILITIES

USF

USF M83 Cluster Bombs
The following changes have been made to reduce the cluster bomb’s capability to wipe out squads upon deployment.
• Scatter changes and drop height changes

BRITISH

Commando Doctrine Assault
The following changes have been made to make this abilities cost better match its value and increase its usability.
• Weapon accuracy increased from 1.15 to 1.25
• Speed boost no longer applies to units in combat
• Cost reduced from 80 to 70
• Recharge time increased from 90 to 120

Smoke Raid
• Activation delay from 10 to 5
• Units built after the ability has been activated will now be affected by Smoke Raid

Royal Engineer’s Stand Fast
The make this commander less situational, the following change has been made.
• Replaced with Sapper flamethrowers

WEHRMACHT

Hull Down
To increase the usability of this ability, the following changes have been made
• Cast time from 15 secs to 7.5 secs
• Reload bonus removed; range bonus unchanged

Elite Troops Doctrine
Damage is being greatly reduced on stun grenades to solidify their role as a stun platform.
• Model 24 stun grenade damage from 40 to 10

OKW
• Valiant Assault recharge time has been increased from 60 to 120 seconds.

POPULATION CHANGES

Population has been adjusted across a number of units to encourage more diverse unit compositions.

MORTAR CHANGES

A number of general changes have been applied to a number of light indirect-fire options to reduce their squad wipe potential, improve anti-garrison counterplay, and reduce their range in the late game.
• Damage to garrisoned squads increased from 0.25 to 0.5
• AOE near damage multiplier decreased from 1 to 0.85
• Veterancy barrage range bonuses replaced by barrage scatter reduction for the majority of light indirect fire options.

3inch Mortar
Cost and barrage cooldown has been reduced to make the Mortar Pit more affordable and attractive as a source of indirect-fire.
• Barrage weapon cooldown increased by 1.25 seconds
• Manpower cost decreased from 400MP to 350MP
• Barrage cooldown from 40 seconds to 20 seconds
• Shots per mortar during barrage from 4 to 3

120mm Mortar
The 120mm is losing a member of its crew to make it more vulnerable to assaults and to compensate for its ability to operate at one man.
• Squad size reduced from 6 to 5
• Veterancy 2 20% increase to barrage accuracy removed
• Veterancy 3 range bonus replaced by 20% increase to barrage accuracy
• Smoke barrage ranged changed to 120

SNIPER RELATED CHANGES

• Fixed an issue where the Soviet sniper would be able to return to stealth fast
• Anti-garrison accuracy standardized to 100% for all snipers

A number of units have been given additional boosts to their MGs against snipers, increasing the number of mobile counters to these units.The following units’ hull MGs now have a 1.5 accuracy multiplier vs snipers
• USF: Stuart and Greyhound
• British: AEC
• Soviet: T-70
• Wehrmacht: Puma
• OKW: Puma, Panzer II

The 222 Scout car has had its coaxial MG34 accuracy penalty vs snipers removed, thus making this unit a stronger counter to snipers.

WEHRMACHT CHANGES

222 Armored Car
The 222 is receiving a cost adjustment to make it more viable early-mid game and easier to replace in the later stages should it be destroyed.
• Manpower cost reduced from 250 to 200
• Coaxial MG far accuracy increased from 0.27 to 0.32
• 20mm main gun no longer creates light cover
• Coaxial MG now obeys attack commands

Brummbar
The Brummbar is having its AOE adjusted to reduce its ability to wipe out full health units on the first shot, but still able to deal significant damage on misses.
• AOE distance changed from 1.25/2.5/3.75 to 0.625/1.25/6; applies to both auto-attack and bunker-buster
• AOE damage changed from 1/0.3/0.05 to 1/0.35/0.2; applies to both auto-attack and bunker-buster

Command Panzer 4
We are reducing the bonuses of the Command Panzer IV’s aura to decrease its potency around units such as the Stug G and Panther that are either incredibly cost effective with increased durability or have high durability to begin with.
• Damage reduction lowered from 20% to 10%

StuG G
The Stug’s high rate of fire is disproportionate to its cost, particularly when produced in numbers.
• Reload from 3.5/4.5 to 4.5/5.5

OKW CHANGES

Sturmpioneers
Concussion grenades have been adjusted to be less lethal; their main value will be their ability stun squads.
• Stun Grenade damage reduce from 20 to 10

Mechanized Regiment HQ
The Mechanized HQ is having its fuel cost slightly lowered to maintain current tech timings and make back-teching a more viable option.
• Fuel cost reduced from 50 to 45

Panzer II Luchs
The Luchs is having its build time reduced to give the unit more shock value upon arrival and to increase its window of opportunity.
• Build time reduced from 75 to 60

SdKfz 251/17 Flak Halftrack
The 251 flak is having its suppression reduced to prevent it from immediately pinning squads; smoke cost has been increased to make quick escapes more costly
• Suppression reduced from 0.3 to 0.15
• Concealment smoke increased from to 25/15 to 35/25 at veterancy 0/1

Flame Grenade - Volksgrenadiers
• Volksgrenadiers Flame Grenade now requires an SWS Supply Halftrack to be called to the field. The Halftrack does not need to be set up.

Sturmpioneer Medkits
• Medkits from Sturmpioneers now have an area of affect healing radius.

SOVIET CHANGES

Sniper
The Soviet sniper is becoming a 1-man/woman squad similar to the Wehrmacht and British snipers to allow more counter-sniper play from Wehrmacht players..
• Squad size reduced from 2 to 1
• Camouflage combat reset time from 16 to 10
• Camouflage revert time from 3 to 6
• Hitpoints increased from 64 to 82
• Population increased from 8 to 9
• Ready aim time changed to 1 (incorrectly stated as 1.5 previously)
• Cooldown changed to 3.5 (min) - 4 (max)
• Reload duration decreased from 5 to 4.5
• Reload frequency increased from 4 to 9
• Population from 8 to 9
• Out of cover camouflage decloak time increased by 2 seconds

Conscript PPSh
• PPSh upgrade cost increased from 40 to 60

SU-76
The reload time of the SU-76 is being increased to reduce its performance against armored vehicles.
• Reload speed increased from 2.9/3.4 to 3.9/4.4

PTRS (all variants)
We are lowering the PTRS’ deflection damage to reduce their impact against heavily armoured vehicles when attacking from the front.
• Deflection damage reduced from 20 to 10

IL-2 Loiter
The IL-2 Attack Loiter is having its damage reduced to lessen its ability to wipe infantry squads at full health.
• Damage from 5 to 3

BRITISH CHANGES

Bren Mk. II Light Machine Gun
Bren Guns are being adjusted to be less potent at range, though their price is being reduced to match their new performance.
• Sappers now use Tommy Bren Gun on pick up
• Cost from 60 to 45
• Accuracy reduced from 0.575/0.518/0.46 to 0.575/0.4144/0.391
• Mid range from 28 to 25

Vickers HMG
The Vickers is receiving a slight cost reduction to promote diverse build openings; suppression bonuses at veterancy 2 have also been added to help this unit scale into the late game.
• Cost reduced to 260
• Build time increased by 4 seconds
• Veterancy 2 now provides a 20% bonus to suppression
• Veterancy 1 garrisoned range and sight bonus reduced from +25% to +15%

BOIS Anti-Tank Infantry Sections
The AT Infantry Section will no longer be able to purchase upgrade kits due to their existing versatility.
• Can no longer upgrade Medkits/Pyro supplies
• AT nade range from 20 to 15

Cromwell
The Cromwell is having its cost reduced to better reflect its performance.
• Fuel cost from 120 to 110

AEC - Treadshot Ability
• Treadshot is once again an aimed ability
• Reading aim time increased from 1.5 to 2
• Far accuracy increased from 0.3 to 0.35
• Speed horizontal from 40 to 60
• Speed vertical from 17 to 25

Centaur
Scatter is being increased to reduce the Centaur’s offensive capabilities and ability to wipe units, even on retreat.
• Scatter angle/distance increased from 5/2.15 to 7.5/4.15
• 20mm Strafing Fire ability now has a minimum traverse of 15 meters
• 20mm Strafing Fire ability cost reduced from 50 to 30

6-pounder
The 6-pounder is having its bonus against heavy vehicles removed; it will still be capable of reliably striking light vehicles, but will no longer have a guaranteed chance to hit tanks.
• +50% accuracy bonus now only applies to light vehicles

Sapper Bren Guns
• Sappers are now able to equip 2x Bren Guns from weapon racks.

P47 Rocket Loiter
The P47 rocket attack was causing too much damage for its cost, particularly against larger vehicles where rockets had a low chance of missing.
• Damage from 80 to 65

M8 Greyhound
The M8 is having its damage lowered to make it less effective against vehicles; its performance against infantry will remain unaffected.
• Damage from 60 to 40
• AoE damage changed from 0.8/0.28/0.04 to 1/0.42/0.06

Jackson
We are removing the M36’s extra sight bonuses. The Jackson will still be an effective tank destroyer due to its high mobility, penetration, range and damage.
• Sight reduced from 40 to 35
• Veterancy 2 sight bonus removed

MAP CHANGES AND FIXES

1vs1

Semoskiy Winter
• Wooden fence in the cemetery was passable for infantry. This has been corrected.

2vs2

Semoskiy Winter
• Wooden fence in the cemetery was passable for infantry. This has been corrected.

Poltawa
• A patch of the map near the South West fuel point did not display fog of war properly. This has been corrected.

Rhzev Winter - Custom Games Only
• An additional map entry point in the South has been removed.
• Graphical issues with the new shoreline have been adjusted so that everything blends more smoothly. This includes height mapping issues on several roads.
• HQ markers, territory points, map entry points and bunker markers in the area of the North spawn have all been adapted to ensure ownership belongs to players 3 and 4. This should prevent the errors on this map with player 1 having ownership of the North territory.
• Deep snow has been removed across the entire map, as many areas were completely missed. Areas of snow will still leave footprints and tracks, but won’t affect gameplay at all.

3vs3

Port of Hamburg
• Tweaked pathing from North and South side from the bases to the middle of the map
• Some missing texture bugs from the live version have been fixed
• Removed two spawns for consistency.

Rzhev Winter
• An additional map entry point in the South has been removed.
• Graphical issues with the new shoreline have been adjusted so that everything blends more smoothly. This includes height mapping issues on several roads.
• HQ markers, territory points, map entry points and bunker markers in the area of the North spawn have all been adapted to ensure ownership belongs to players 3 and 4. This should prevent the errors on this map with player 1 having ownership of the North territory.
• Deep snow has been removed across the entire map, as many areas were completely missed. Areas of snow will still leave footprints and tracks, but won’t affect gameplay at all

LaGleize
• Removed some pieces of fencing on left and right VP to make pathing more balanced for both sides.
• Removed one fence on the right hand of the map between Munitions and VP to provide better pathing
• Removed the windows on the house near the western cutoff to better balance the map.
• Improved general pathing near the central VP

4vs4

Port of Hamburg
• Tweaked pathing from the North and South side from the bases to the middle of the map
• Some missing texture bugs from the live version have been fixed

LaGleize
• Removed some pieces of fencing on left and right VP to make pathing more balanced for both sides.
• Removed one fence on the right hand of the map between Munitions and VP to provide better pathing
• Removed the windows on the house near the western cutoff to better balance the map.
• Improved general pathing near the central VP

• Fixed an issue where a recrewed 120mm Mortar could be recrewed with up to six men, as opposed to the intended 5 men.
• Fixed an issue with Engineers not being able to plant demolition charges.
• Fixed and issue where Guard Squads were requiring 3 Command Points for call in, despite the UI saying 2. Guards are now available from 2 Command Points.
• Fixed an issue where PTRS Rifles for Penals and Guards were doing 50% reduced damage vs buildings.

OKW FIXES

• Fixed an issue where Panzer IV and Panther tanks were getting a 50% accuracy increase against snipers.
• Fixed an issue where MP40 Volksgrenadiers would still have access to the flame grenade in the Firestorm Doctrine. Volksgrenadiers now only have access to a regular grenade after upgrading to the Assault Package.
• Battlegroup HQ cost has been reverted to 25 fuel.

WEHRMACHT FIXES

• Fixed an issue where Hull Down would automatically cancel and not activate after completion. Hull Down should now work as intended. Note: The animation for the sandbags will continue to run after the squad has completed building for a few additional seconds.
• Panther Veterancy 2 text now states its increased amour bonus correctly.
• Fixed an issue where Panzer Grenadiers could no longer re-buy their Panzershrecks if lost. Cost adjusted accordingly.
• Wehmacht Mortar Half Track cost changed from 40 to 30 fuel, as originally intended.

ADDITIONAL INTENDED CHANGES

Due to multiple people working from the same document, some intended changes were not communicated in the patch notes. The following changes are intended, and are live in game. They will be added or amended in the changelog patchnotes.

• Valiant Assault recharge time has been increased from 60 to 120 seconds.
• Volksgrenadiers flame grenade now requires an SWS Supply Halftrack to be called to the field. The Halftrack does not need to be set up.
• Medkits from Sturmpioneers now have an area of affect healing radius.
• Sappers are now supposed to be able to equip 2x Bren Guns from weapon racks. This was not included in the patch notes.
• The Soviet Snipers ready-aim time was incorrectly stated as 1.5 when it is actually set to 1.

And here is why we need the ability to test patches. Cruzz, who might be the most helpful coh2 community member all time, compiled a list of "ninja buffs" that are included in the patch. Here's a link to the thread he made on coh2.org:

March 21st Hotfix

Bug Fix

First of all - I appreciate that there is a lot more clarity in these notes. So thanks to you and the team for putting that extra effort in - I know note writing is tedious.

That said I need to echo the sentiment of a few others. In what way exactly is this a community patch? We got to theory craft with a bunch of paper changes but we haven't been able to properly test this at all. Our input has been severely hamstrung - as has our bugfinding capability. We have been unable to substantiate a lot of our points and it feels like a lot of what we have said has gone unheard.

@Andy_RE - as CM I need to ask, can you understand why we think there has been a lack of transparency in this patch compared to the previous ones? Is there any explanation as to why we departed from the previous formula? What are the advantages for the community of this patching method over the more thorough method from last year?

On a more general note - when I said the range change on the Jackson was taking the piss, I didn't mean leave it at 60. That sight nerf is next to nothing.